Fixes Wario World for using an Invalid Texture coordinate, Tell me if it breaks anything

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@852 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Sonicadvance1 2008-10-13 21:59:51 +00:00
parent e13ca7e384
commit 41b72ffc8b
2 changed files with 13 additions and 12 deletions

View File

@ -606,21 +606,26 @@ void WriteStage(char *&p, int n, u32 texture_mask)
int texmap = bpmem.tevorders[n/2].getTexMap(n&1);
if(!bHasIndStage) {
// calc tevcord
//tevcoord.xy = texdim[1].xy * uv1.xy / uv1.z;
int OurTexCoord = 0;
if(bpmem.genMode.numtexgens)
OurTexCoord = texcoord;
else
OurTexCoord = 0;
if( texture_mask & (1<<texmap) ) {
// nonpow2
if( texfun == XF_TEXPROJ_STQ )
WRITE(p,"tevcoord.xy = uv%d.xy / uv%d.z;\n", texcoord, texcoord);
WRITE(p,"tevcoord.xy = uv%d.xy / uv%d.z;\n", texcoord, OurTexCoord);
else
WRITE(p,"tevcoord.xy = uv%d.xy;\n", texcoord);
WRITE(p,"tevcoord.xy = uv%d.xy;\n", OurTexCoord);
WrapNonPow2Tex(p, "tevcoord", texmap, texture_mask);
}
else {
if( texfun == XF_TEXPROJ_STQ ) {
WRITE(p,"tevcoord.xy = "I_TEXDIMS"[%d].xy * uv%d.xy / uv%d.z;\n", texmap, texcoord, texcoord);
}
else {
WRITE(p,"tevcoord.xy = "I_TEXDIMS"[%d].xy * uv%d.xy;\n", texmap, texcoord);
}
if( texfun == XF_TEXPROJ_STQ )
WRITE(p,"tevcoord.xy = "I_TEXDIMS"[%d].xy * uv%d.xy / uv%d.z;\n", texmap, OurTexCoord , OurTexCoord );
else
WRITE(p,"tevcoord.xy = "I_TEXDIMS"[%d].xy * uv%d.xy;\n", texmap, OurTexCoord);
}
}
else if( texture_mask & (1<<texmap) ) {

View File

@ -163,11 +163,7 @@ bool VertexShaderMngr::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpro
{
char stropt[64];
sprintf(stropt, "MaxLocalParams=256,MaxInstructions=%d", s_nMaxVertexInstructions);
#ifdef _WIN32
const char* opts[] = {"-profileopts",stropt,"-O2", "-q", NULL};
#else
const char* opts[] = {"-profileopts",stropt,"-q", NULL};
#endif
CGprogram tempprog = cgCreateProgram(g_cgcontext, CG_SOURCE, pstrprogram, g_cgvProf, "main", opts);
if (!cgIsProgram(tempprog) || cgGetError() != CG_NO_ERROR) {
ERROR_LOG("Failed to load vs %s:\n", cgGetLastListing(g_cgcontext));